Aeromancy: Difference between revisions

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Revision as of 13:28, 8 December 2023

Aeromancy
AeromancyPNG.png
Classification Elemental Magic
Energy Source Aether, the realm of the nine Winds
Casting Method Catalyst - Opal Gem
Additional Paths Lunarmancy · Tempestacy

First seen in the high elven cities and later on spreading and adapting to other cultures, Aeromancy, commonly referred to as Air Magic, is a unique form of magic. By utilizing the freed air from the Aether, Aeromancers can create strong winds and electric currents and even storms through simple means. However, while such may be the case, it is also a fairly dangerous form of magic, as the spell can easily be turned against the user or even backfire on them.


History

When Eden was first formed, the force of its creation created an aftershock that became the first wind. This wind carried arcane energy across the land of Eden and still lingers high in the sky above. Aergusta, Primordial of the Wind, was the first to harness this magic and spent time surveying her domain, the Aether. Therefore, she rarely journeys to Eden, and when she does, she brings with her great powerful storms and gales. Mortals have marked her appearance as the beginning of the Amber Dawn when the leaves drift from their branches on ghostly breezes, and the world cools.

The Elven Settlements were the first to encounter the possibility of utilizing the winds of the Aether while also creating discharges in the form of lighting, with several different effects and traits. Due to the elven propensity for magical study, many of their scholars tried to connect primary forms of magic to create powerful forms. Motivations included use in future wars or even augmented into their daily lives.


Learning and Teaching

Utilizing high mountain tops, the students of Aeromancy undergo strict and harsh training. Usually brought to the very top of a mountain by their teacher, the students are tasked to meditate for multiple days in a cold and harsh environment. Such a situation is already seen as pretty harsh, yet the teachers often do training lessons during stormy days, making it life-threatening to stay at the top of a mountain. However, while such horrible conditions are raging around the student, they can experience the ever-changing winds around them, allowing them to dip into the aetherial realm for the first time.

After dipping into the realm for the first time, the student will start their studies of the wind flows in the realm of Eden, learning about the multiple weather phenomena and how to use their newfound power to defend themselves. The teacher can teach their student up to 2 levels under their own. So only level 5 or higher teachers can train their students to level 3.

To reach level one, a teacher needs to have at least four sessions with their student, each being at least sixty minutes long. To obtain level two, the student must have another four lessons of sixty minutes. To finally reach level three and the ability to teach magic themselves, the students need to have another set of four sessions, each with a length of sixty minutes. Each day one session can be held by the teacher and student pair. After finally reaching level three, the student doesn't require additional sessions and will reach level four automatically after some time of self-studying the magic. The first level requires a bonding trial to empower the spellcaster. These trials are usually done at or around the Hallowed Grounds of the magic type that is considered sacred by all those who practice that elemental art. Bonding trials are events of big importance to the mage as they represent their progress and path to attain the true mastery over their element.

Level Increase Required Sessions Req .Session Length
Lvl 0 to Lvl 1 2 Sessions Event at Hallowed Grounds
Lvl 1 to Lvl 2 4 Sessions 60 Minutes. Proof in lore ticket.
Lvl 2 to Lvl 3 4 Sessions 60 Minutes. Proof in lore ticket.
Lvl 3 to Lvl 4 Self-study. Show proof of self-study in lore ticket 3 times.
Lvl 4 to Lvl 5 Self-study. Show proof of self-study in lore ticket 4 times.
Lvl 5 to Lvl 6 1 Session Event at Hallowed Grounds
Lvl 6 to Lvl 7 Self-study. Show proof of self-study in lore ticket 6 times.
Lvl 7 to Lvl 8 Self-study. Show proof of self-study in lore ticket 8 times.
Lvl 8 to Lvl 9 Self-study. Show proof of self-study in lore ticket 10 times.
Lvl 9 to Lvl 10 1 Session Event at Hallowed Grounds

After choosing a path, the spellcaster will automatically increase in level if they can show proof of self-study. The caster can level up once every IC year or twice if that year is their primal season. Lilith's Veil is the primal season for aeromancy.

Bonding trials are still required to level up between certain levels as seen above with "event". For more information about self-study, check the magic rules page.

Progression - Aeromancy

Base Spell Progression

Level Unlocked Spells Abilities/Bonuses
Lvl 1 - Novice 2 lvl 1 spells. No spellcasting bonuses.
Lvl 2 - Spellweaver 3 lvl 1 spells. +1 spellcasting bonus.
Lvl 3 - Sorcerer 4 lvl 1 spells, 2 lvl 2 spells. +1 spellcasting bonus. The spellcaster unlocks the Cloud ability.
Lvl 4 - Magus 4 lvl 1 spells, 3 lvl 2 spells +1 spellcasting bonus.
Lvl 5 - Aether Seer 4 lvl 1 spells, 3 lvl 2 spells, 2 lvl 3 spells. +2 spellcasting bonus. The caster can now choose a path.

Progression - Tempestacy

Level Unlocked Spells Abilities/Bonuses
Lvl 6 - Tempest Explorer 4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells. +2 spellcasting bonus.
Lvl 7 - Spellweaver 4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 1 lvl 4 spell +2 spellcasting bonus.
Lvl 8 - Storm Mage 4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 2 lvl 4 spells +3 spellcasting bonus. The spellcaster unlocks the Lightning Reflexes ability
Lvl 9 - magus 4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 3 lvl 4 spells, 1 lvl 5 spell +3 spellcasting bonus.
Lvl 10 - Tempest Tamer 5 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 3 lvl 4 spells, 2 lvl 5 spells +4 spellcasting bonus.

Progression - Lunarmancy

Level Unlocked Spells Abilities/Bonuses
Lvl 6 - Moonlit Student 4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells. +2 spellcasting bonus.
Lvl 7 - Spellweaver 4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 1 lvl 4 spell +2 spellcasting bonus.
Lvl 8 - Lunarmancer 4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 2 lvl 4 spells +3 spellcasting bonus. The spellcaster unlocks the Cleansing Aura ability
Lvl 9 - Magus 4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 3 lvl 4 spells, 1 lvl 5 spell +3 spellcasting bonus.
Lvl 10 - Lunaris 5 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 3 lvl 4 spells, 2 lvl 5 spells +4 spellcasting bonus.

Limitations

Aeromancy is often seen as a fairly unique form of magic, as many of its spells utilize what is usually invisible; The air and wind. Due to this, most spells of Aeromancy are only capable of causing blunt damage or knockbacks in their active state. However, while such may be the case, the passive effects of the magic shouldn't be overlooked, as the gusts of air can cause whole chain reactions to take place instead.

Bodily Changes

Tempestacy

Mandatory

Because of a tempestamancer's connection to the outer storms of Aether, they experience a subtle yet transformative shift. They become lighter of weight, allowing them to maybe float a little above the ground, them being carried on streaks of wind.

Optional

Being connected to the outer storms of the realm can leave its marks on the mage's appearance. Eyes can transition to hues of yellow and blue, capturing the vibrant colors of lightning's dance. Veins near the surface of their skin manifest in a blue, lightning-like pattern, evoking the electric currents they now wield. Their hair takes on shades reminiscent of crackling lightning, further mimicking a tempest. The presence of a Tempestacer also tends to make the air within a room either thicker or thinner.


They are also more energetic, but sometimes also very impulsive.

Lunarmancy

Mandatory

The height of a Lunarmancer fluctuates by as much as 10 centimeters depending on the time of day.

Optional

By being more connected to the moon and the night, the mage's physical form shifts subtly. Eyes can transform into galaxies of color, capturing the cosmic mysteries of the night sky. Hair can gain a cosmic shimmer, akin to stardust woven through their strands, allowing them to become a beacon of celestial allure in the dark.


A Lunarmancer is critical, often highly intelligent, and questions everything. They often possess a strong sense of duty and are naturally curious. They also tend to grow more calm and quiet.


Spells

Base Spells

Lunarmancy Spells

Tempestacy Spells

Additional Abilites

Cloud
The caster can create a cloud to sit on or surf on, giving themselves a minor boost while also being very comfy. This cloud can heal minor injuries.
Range Selfcast
Effect The summoned cloud has 3 HP. It will slowly heal small cuts and bruises while outside of CRP. The cloud gives the caster +1 to casting spells, and makes their movement a 1m high hover moving over ground-level hazards, effects, and traps.
Red Lines The healing effect is not applicable in combat.

If the cloud is slain, the ability goes on cooldown for 2 rounds and the caster falls down, taking 3 damage.

The cloud cannot fly, it only hovers 1m off of the ground. The cloud counts as a mount, and thus the caster cannot use this while on a mount. The caster may use mount movement like a horse while on this cloud, any other movement buffs from spells do not apply anymore while on the cloud except the Head Wind spell.


Lightning Reflexes (Tempestacy Only)
When entering combat, the wind mage of the highest level always goes first. If there are several tempestacy mages in one combat session, they will all go before the other people in order of what was rolled. This also improves the aeromancer's common reflexes, which can be used in roleplay situations.
Range Self
Effect Guarantees first in initiative. If others with a similar ability are in the initiative, they must roll initiative between each other to see who goes ahead of who in the CRP. The mage also gains both +6 meters movement during their first round in CRP.
Red Lines This is a passive ability, not an active one.


Cleansing Aura (Lunarmancy Only)
Lunarmancers can cleanse the corruption of objects and people. This means they can heal people tainted by voidal energies and can heal voidal mages.
Range 15 meters
Effect A Lunarmancer can cleanse voidal corruption in the terrain, in items, and in others. In CRP this is done with an Intelligence roll spell attack, which can blind the voidal entity for D3 rounds. Outside of CRP they can decrease a voidal mage's level by one per OOC week until they are cleansed of voidal energies. This can only happen if the voidal mage allows it.

Additionally, Lunarmancers of this level passively gain the ability to sense voidal energies within 15 meters around them. They won't be able to pinpoint it, but they'll know something is up.

Red Lines The blinding effect of this ability has a 2 round cooldown.




Magic
Elemental Magic Pyromancy · Aquamancy · Aeromancy · Geomancy
Chaotic Magic Hemomancy · Necromancy
Other Magic Currently None